Documentation
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Index ¶
- func ParseChallengeRule(rule string) (pb.ChallengeRule, error)
- func ShowChallengeRule(rule pb.ChallengeRule) string
- type BaseTurnPlayer
- func (p *BaseTurnPlayer) IsPlaying() bool
- func (p *BaseTurnPlayer) MoveFromEvent(evt *pb.GameEvent) (*move.Move, error)
- func (p *BaseTurnPlayer) NewChallengeMove(playerid int) (*move.Move, error)
- func (p *BaseTurnPlayer) NewExchangeMove(playerid int, letters string) (*move.Move, error)
- func (p *BaseTurnPlayer) NewPassMove(playerid int) (*move.Move, error)
- func (p *BaseTurnPlayer) NewPlacementMove(playerid int, coords string, word string) (*move.Move, error)
- func (p *BaseTurnPlayer) ParseMove(playerid int, lowercase bool, fields []string) (*move.Move, error)
- func (p *BaseTurnPlayer) SetCurrentRack(letters string) error
- func (p *BaseTurnPlayer) SetGame(g *game.Game)
- func (p *BaseTurnPlayer) SetPlayerRack(playerid int, letters string) error
- type GameOptions
- type Lexicon
- type TurnPlayer
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func ParseChallengeRule ¶
func ParseChallengeRule(rule string) (pb.ChallengeRule, error)
func ShowChallengeRule ¶
func ShowChallengeRule(rule pb.ChallengeRule) string
Types ¶
type BaseTurnPlayer ¶
func BaseTurnPlayerFromRules ¶
func BaseTurnPlayerFromRules(opts *GameOptions, players []*pb.PlayerInfo, rules *game.GameRules) (*BaseTurnPlayer, error)
BaseTurnPlayerFromRules is a good entry point
func (*BaseTurnPlayer) IsPlaying ¶
func (p *BaseTurnPlayer) IsPlaying() bool
func (*BaseTurnPlayer) MoveFromEvent ¶
func (*BaseTurnPlayer) NewChallengeMove ¶
func (p *BaseTurnPlayer) NewChallengeMove(playerid int) (*move.Move, error)
func (*BaseTurnPlayer) NewExchangeMove ¶
func (*BaseTurnPlayer) NewPassMove ¶
func (p *BaseTurnPlayer) NewPassMove(playerid int) (*move.Move, error)
func (*BaseTurnPlayer) NewPlacementMove ¶
func (*BaseTurnPlayer) SetCurrentRack ¶
func (p *BaseTurnPlayer) SetCurrentRack(letters string) error
func (*BaseTurnPlayer) SetGame ¶
func (p *BaseTurnPlayer) SetGame(g *game.Game)
func (*BaseTurnPlayer) SetPlayerRack ¶
func (p *BaseTurnPlayer) SetPlayerRack(playerid int, letters string) error
type GameOptions ¶
type GameOptions struct { Lexicon *Lexicon ChallengeRule pb.ChallengeRule BoardLayoutName string Variant game.Variant }
func (*GameOptions) SetBoardLayoutName ¶
func (opts *GameOptions) SetBoardLayoutName(name string) error
func (*GameOptions) SetChallenge ¶
func (opts *GameOptions) SetChallenge(rule string) error
func (*GameOptions) SetDefaults ¶
func (opts *GameOptions) SetDefaults(cfg *config.Config)
func (*GameOptions) SetLexicon ¶
func (opts *GameOptions) SetLexicon(fields []string) error
func (*GameOptions) SetVariant ¶
func (opts *GameOptions) SetVariant(name string) error
type Lexicon ¶
func (*Lexicon) ToDisplayString ¶
type TurnPlayer ¶
type TurnPlayer interface { SetPlayerRack(playerid int, letters string) error SetCurrentRack(letters string) error NewPlacementMove(playerid int, coords string, word string) (*move.Move, error) NewPassMove(playerid int) (*move.Move, error) NewChallengeMove(playerid int) (*move.Move, error) NewExchangeMove(playerid int, letters string) (*move.Move, error) MoveFromEvent(evt *pb.GameEvent) (*move.Move, error) IsPlaying() bool ParseMove(playerid int, lowercase bool, fields []string) (*move.Move, error) AssignEquity(plays []*move.Move, oppRack *tilemapping.Rack) }
TurnPlayer encapsulates all the functions needed to play a single turn of our crossword board game.
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